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KURO NO KISEKI mod


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6 hours ago, amorrow28 said:

 

I think there is a possibility that the KuroTools team will eventually make a repack tool, although it seems that TwnKey made the model extractor to import models into CS4 (with custom shaders too, crazy stuff).  I tried figuring out what they are up to on the Kiseki modding discord, but the discussion goes all over the place.  I think people just work on what they want to work on, like us.

I agree with you that these guys on discord have a different interest and purpose than we do.


If they are willing to make a repack tool, that's the best.

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Nude Mod for Van V 0.1

 

 

Spoiler

KuroNoKiseki2.thumb.jpg.891ef03995fea5bcb4b4e2ac39db70a2.jpg

 

 

This mod replaces swimsuit (no coat) outfit.

 

Installation

If you do not have 3DMigoto installed, download other mod that has 3dMigoto Included.

if you have the 3DMigoto already , you just need to download the file, then extract it and copy the folder to your THE LEGEND OF HEROES KURO NO KISEKI mods folder (THE LEGEND OF HEROES KURO NO KISEKI/Mods/Van Nude Body/)

 

 

Once the mod is installed you can change some things in-game.

  • Press shift+R Key to change Between Brief and Penis Size
  • Press shift+F Key to change between Clean Shaven, Blue Pubic Hair and Black Pubic Hair
  • Press shift+C Key to Hide/Show Sandals

 

Download:

 

Van Nude Body.rar

 

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On 8/22/2022 at 1:43 AM, fakecheng said:

 

I already change the ini files to use "run = CommandListActivate" in hotfix.When I made the mod there are ton of things I still don't understand how to work so I use everything in the ini files generate from vb_split2.py.That why the ShaderOverride sections still remain in the ini files.(You can see even the sentences start with : *** are still here lol)

 

Btw I tried to delete the ShaderOverride sections in my ini files but flickering is still happen.Since you said you haven’t yet played the game,may I ask are you testing the flickering problem by swap the chr5670a.mdl to other character like Van/Agnes or testing by seeing the actual NPC?If you are testing by swap character,the model did working on the character you swapped.The flickering only happen on the actual NPC.I speedrun the prologue without taking DLC this time,see if this save work for you:save026.rar

 

Also,maybe I do something wrong when I rip the model from the game so I post my step here,point me out If I do something not right:

 

1.I look at the model in game,press F12,a green text show up on top,press F8 and the game freeze for about 30 sec.When the game running again,I close the game.

  Reveal hidden contents

1.thumb.png.048ada2dd47304e7a1420e57d0b9632e.png

 

2.I import the txt files to Blender from output folder.In this case,000181 to 000186 are the model parts.000181(hair) can't import(show error) and 000184(eyes) doesn't exist in output folder.

  Reveal hidden contents

2.png.47ec3bc2b823ac2922a6dde472eb1674.png

 

3.I export 000185(skirt) to .vb + .ib files and name the files to "skirt" without modify anything.

  Reveal hidden contents

3.png.04d0866d36d33ade31b76deb8121cb9f.png

 

4.I use vb_split2.py to split the files.Put all the files and common_shaders.ini from UnSkirt mod 1.2b to Mods folder.Delete the ShaderOverride section and try to use ib hash this time.

  Reveal hidden contents

4.png.04a7b12026b9333109b5d50fe2991e31.png

 

5.Flickering happen even I didn't modify her skirt.

  Reveal hidden contents

5.thumb.png.a3ca3481f9f85ce6cac47d104616f892.png

 

Here the skirt files if you need to check the ini file:

Mods.rar 230.01 kB · 18 downloads

 

Ok, I figured out the problem (but do not have a 100% solution).  The two meshes from this NPC are instanced.  You can see it if you open up the header:

 

Spoiler

1971053833_2022-08-2221_23_30-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.7ef74951d4045136f3fa588fa8bc8d0e.png

 

I have never seen this before.  I thought Blender could handle it, and I spent an hour rewriting my merge script to properly preserve meta data from the frame dump.  Here is a new version of my script, also on github:

 

EDIT: Removed upload due to critical bug, grab newer version here.

 

 

So probably everyone should update, since I noticed some other small bugs (attempting to merge 9-part meshes for example, which are now skipped, and other meta data that should not be discarded).  However, it does not seem that this extra data makes a difference, because importing / exporting dumps with correct and incorrect metadata results in 100% identical files.

 

I looked it up, and the "DrawIndexed" command that 3DMigoto uses is not compatible with instanced primitives.  We need to use a different draw command instead, for example "DrawIndexedInstanced" - the problem is that I have no idea how to get 3DMigoto to accept a different command.  The documentation for this program is not very good, unfortunately.

 

There is a workaround, which is to replace "drawindexed = auto" with "draw = from_caller" which allows the game to determine the draw method.  This does work for both meshes when I just dump them and export them from Blender, you can see the model looks perfect:

 

Spoiler

1842006443_2022-08-2221_46_48-NewSaveData.png.b87adabbe5ceaa7a2472109a42f610db.png

 

Here you can download my working version (both body and skirt meshes are dumped using my new tool, imported into Blender, exported unmodified, split, and activated using the "draw = from_caller" command).


EDIT: download removed

 

 

When I use your mod, the skirt delete works just fine (you can see the underwear).  The body mod is not showing up properly, however.  Parts of the mod are there, and parts are not.

 

Spoiler

558518464_2022-08-2221_47_36-NewSaveData.png.a7f34f4e7d841c0b7ea2cf7658d81704.png

 

I don't think there is anything wrong with the mesh, I think we need better control of the draw calls, but I don't have a solution right now.  I'll experiment more when I get the chance, but I have spent many hours on this and I have run out of ideas.

 

EDIT:

 

It is indeed a problem with the draw calls.  Look at what happens with the underwear mod when drawindexed = auto is called:

 

Spoiler

1132426893_2022-08-2222_22_29-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.e4d35555a41512fb125dd0267ceb1499.png

 

And now look what happens when draw = from_caller is called:

 

Spoiler

1375926536_2022-08-2222_22_42-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.79fb0da742ec1756df3c8c51b71cbb81.png

 

You can see, if from_caller is used, it is trying to draw 5130 indices when there are only 234.  The correct command would be DrawIndexedInstanced(234, 2, 0, 0, 0) but I do not know how to input this command.  Hopefully someone else has some ideas!

Edited by amorrow28
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4 hours ago, amorrow28 said:

 

Ok, I figured out the problem (but do not have a 100% solution).  The two meshes from this NPC are instanced.  You can see it if you open up the header:

 

  Hide contents

1971053833_2022-08-2221_23_30-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.7ef74951d4045136f3fa588fa8bc8d0e.png

 

I have never seen this before.  I thought Blender could handle it, and I spent an hour rewriting my merge script to properly preserve meta data from the frame dump.  Here is a new version of my script, also on github:

 

kuro_vb_merge.py 5.93 kB · 1 download

 

So probably everyone should update, since I noticed some other small bugs (attempting to merge 9-part meshes for example, which are now skipped, and other meta data that should not be discarded).  However, it does not seem that this extra data makes a difference, because importing / exporting dumps with correct and incorrect metadata results in 100% identical files.

 

I looked it up, and the "DrawIndexed" command that 3DMigoto uses is not compatible with instanced primitives.  We need to use a different draw command instead, for example "DrawIndexedInstanced" - the problem is that I have no idea how to get 3DMigoto to accept a different command.  The documentation for this program is not very good, unfortunately.

 

There is a workaround, which is to replace "drawindexed = auto" with "draw = from_caller" which allows the game to determine the draw method.  This does work for both meshes when I just dump them and export them from Blender, you can see the model looks perfect:

 

  Hide contents

1842006443_2022-08-2221_46_48-NewSaveData.png.b87adabbe5ceaa7a2472109a42f610db.png

 

Here you can download my working version (both body and skirt meshes are dumped using my new tool, imported into Blender, exported unmodified, split, and activated using the "draw = from_caller" command).

 

Working.7z 278.91 kB · 1 download

 

When I use your mod, the skirt delete works just fine (you can see the underwear).  The body mod is not showing up properly, however.  Parts of the mod are there, and parts are not.

 

  Hide contents

558518464_2022-08-2221_47_36-NewSaveData.png.a7f34f4e7d841c0b7ea2cf7658d81704.png

 

I don't think there is anything wrong with the mesh, I think we need better control of the draw calls, but I don't have a solution right now.  I'll experiment more when I get the chance, but I have spent many hours on this and I have run out of ideas.

 

EDIT:

 

It is indeed a problem with the draw calls.  Look at what happens with the underwear mod when drawindexed = auto is called:

 

  Hide contents

1132426893_2022-08-2222_22_29-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.e4d35555a41512fb125dd0267ceb1499.png

 

And now look what happens when draw = from_caller is called:

 

  Hide contents

1375926536_2022-08-2222_22_42-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.79fb0da742ec1756df3c8c51b71cbb81.png

 

You can see, if from_caller is used, it is trying to draw 5130 indices when there are only 234.  The correct command would be DrawIndexedInstanced(234, 2, 0, 0, 0) but I do not know how to input this command.  Hopefully someone else has some ideas!


I tried to re create the underwearmod for inspector from scratch with your new merge script.Dump Agnes swim suit,merge it to inspector.The result are same as you,the body is not showing up properly.But i notice only the body part of Agnes is not showing up,Agnes upper swim suit and inspector neck/legs are showing properly.

Spoiler

222.thumb.png.9083369522b4286b50fd09ae4a9b0778.png

 

The red line are original part of inspector,Green line are Agnes body and the blue line are Agnes upper swim suit.I merge these three parts together and only the mesh from Agnes body is not showing properly in the game.You mention the problem is cause by "draw = from_caller" but since Agnes swim suit is showing no problem,could it be something wrong about the Agnes body part mesh during the dump as well?Her swim suit is chr5001_c56.

Spoiler

2222.png.9913093d64f0c511517abb0dce92b4a7.png

 

Edited by fakecheng
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@fakecheng

 

1520995010_2022-08-2308_38_14-NewSaveData.png.db015cc267b4790f429ab1263509f1e8.png

 

SUCCESS!!  Here is the (hopefully) working mod, for you to test and inspect the configuration:

 

fakecheng_NPC_Inspector2_config_for_testing.7z

 

(NOTE: This configuration is for the "1. No Skirt" version of the mod - the numbers will probably be different for other versions!)

 

I figured out how to manually input a draw call.  Instructions:
 

Quote

UPDATE: I figured out a much easier way to grab the indices without dumping the frame!

 

I realized that since the index buffer is in R32_UINT format, each index is exactly 32 bits (4 bytes).  So just look at the size of your index buffer after export from Blender.  After export, right click on the .ib file, select properties, and look at the true file size.
 

Spoiler

1229241631_2022-08-2309_47_40-NPC_Inspector2.png.a411de02cb30f2fa4eaba8d46c96f07f.png

 

1641435346_2022-08-2309_48_11-NPC_Inspector2.png.df0e3bfc8e97eff08b3e42e1124ccb56.png

 

Take that number and divide by 4.  So 100128 ÷ 4 = 25032.  Then just guess and try "drawindexedinstanced = 25032, 2, 0, 0, 0" in your ini file.  I am willing to bet that the last four numbers will never change.  If this doesn't work, you will need to use the method below to determine the true numbers.

 

OLD (and most correct) method:

 

First, load your mod using the standard drawindexed = auto command, and get the modified model in frame, then dump the frame.  Open log.txt in the frame dump.  Here is my frame dump so you can follow along.

 

log.txt

 

Go to the entry for your custom mesh.  In my dump, your underwear mesh is index 000222, which starts on line 12446.

 

Spoiler

1940487382_2022-08-2308_45_23-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.3fd9070c79c355d7aa60c08775d0ecf6.png

 

Find the original draw call that the game engine initiates.  It should be one of the final commands before 3DMigoto takes over.  In my log, the draw call is on line 12475, and 3DMigoto takes over on line 12477.  Note down the numbers, you need the second and fifth numbers.  (Here, the call is "DrawIndexedInstanced 7188, 2, 0, 0, 0" so we need 2, 0).

 

Spoiler

985079600_2022-08-2308_45_47-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.c47904cac06962a16b2345f030a2e3db.png

 

Find the override draw call that 3DMigoto is inserting, it should be a few lines down and is triggered by our "drawindexed = auto" command.  In my log, the inserted draw call is on line 12533.  Note down the numbers, you need all three numbers.  (Here, the call is "DrawIndexed 25032, 0, 0" so we need 25032, 0, 0).

 

Spoiler

1370497210_2022-08-2308_46_35-D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_FrameAnalysis-2022.png.dad906eac55ed93ce5cd28f206807869.png

 

Go back into your ini file, and replace "drawindexed = auto" with "drawindexedinstanced = 25032, 2, 0, 0, 0" - blue numbers are from the modified call, red numbers are from the original call.

 

Spoiler

1783169907_2022-08-2308_48_22-_D__Steam_steamapps_common_THELEGENDOFHEROESKURONOKISEKI_Mods_1.Noskirt_N.png.ff5131e52ada28db28ebd65f1e3becb8.png

 

Reload the mod using F10 and check for errors.  For reference, here are instructions for how to use DrawIndexed and DrawIndexedInstanced so you can compare the syntax.

 

EDIT: I believe this is only necessary when the new model has more indices than the old model.  If your new model has fewer indices (such as with your mesh where you just delete the clothes), "draw = from_caller" works fine.

 

EDIT: I tested it in the opening scene by injecting chr5670a into Van.  The dump resulted in an instance count of 1 instead of 2, and original draw call is DrawIndexedInstanced(7188, 1, 0, 0, 0) but the mod still works fine despite the inserted command designating 2 instances.  So I think this fix should not cause problems in scenes where the second instance is not used.

 

Hopefully this fixes the problem!

Edited by amorrow28
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3 hours ago, amorrow28 said:

@fakecheng

 

1520995010_2022-08-2308_38_14-NewSaveData.png.db015cc267b4790f429ab1263509f1e8.png

 

SUCCESS!!  Here is the (hopefully) working mod, for you to test and inspect the configuration:

 

fakecheng_NPC_Inspector2_config_for_testing.7z 977 B · 3 downloads

 

(NOTE: This configuration is for the "1. No Skirt" version of the mod - the numbers will probably be different for other versions!)

 

I figured out how to manually input a draw call.  Instructions:
 

 

Hopefully this fixes the problem!

 

You are awesome man!It work on inspector1 and 3 as well.I don't encounter inspector4 yet but I presume she will work too.It might be a potential bug though,when I first time load the inspector1,she become this:

Spoiler

6.thumb.png.bc92ec25f729ebff4ba58d3ecb15c6a6.png

 

But this only happen once.I reload the mod/reload the save even restart the computer for several times but this doesn't happen again so I think it might be just some random little rare bug.

 

I have update the hotfix files.Thank you again!!!

 

 

On 8/22/2022 at 3:01 AM, SonicMan1234 said:

 

Mhm. Well I hope you two are able to figure it out but it's not a major issue.

 

I updated the hotfix files.It should fix the flickering problem.

 

Edited by fakecheng
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6 hours ago, fakecheng said:

 

You are awesome man!It work on inspector1 and 3 as well.I don't encounter inspector4 yet but I presume she will work too.It might be a potential bug though,when I first time load the inspector1,she become this:

  Reveal hidden contents

6.thumb.png.bc92ec25f729ebff4ba58d3ecb15c6a6.png

 

But this only happen once.I reload the mod/reload the save even restart the computer for several times but this doesn't happen again so I think it might be just some random little rare bug.

 

I have update the hotfix files.Thank you again!!!

 

 

 

I updated the hotfix files.It should fix the flickering problem.

 


You’re welcome! I’m happy we could solve the problem.

 

In case people cannot find your mod and the hotfix files, it is here! (Also indexed on first post)

 

 

Edited by amorrow28
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On 2022/8/23 at AM11点38分, loxoss_ said:

Van V 0.1 的 Nude Mod

 

 

  隐藏内容

You are the GodKuroNoKiseki2.thumb.jpg.891ef03995fea5bcb4b4e2ac39db70a2.jpg

 

 

这个模组取代了泳装(无外套)装备。

 

安装

如果您没有安装 3DMigoto,请下载包含 3dMigoto 的其他模组。

如果您已经拥有 3DMigoto,您只需要下载文件,然后将其解压缩并将文件夹复制到您的英雄传说 KURO NO KISEKI mods 文件夹(英雄传说 KURO NO KISEKI/Mods/Van Nude Body/)

 

 

安装 mod 后,您可以在游戏中更改一些内容。

  • 按 shift+R 键在简报和阴茎尺寸之间切换
  • 按 shift+F 键可在清洁剃须、蓝色阴毛和黑色阴毛之间切换
  • 按 shift+C 键隐藏/显示凉鞋

 

下载:

 

Van Nude Body.rar 11.06 MB · 21 次下载

 

 

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Damn, thank you everyone for those tasty mods.
I seriously should start to learn sculpting as well, we know that Shizuna gets a bikini in Kuro 2, but 1. it doesn't look as sexy as Judith's bikini and slip and 2. I'd mod that bikini on classy Shizuna nude mods. :3

She does look damn stunning being naked with Jacket too though.

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I am at the start of the chapter 3 and I find out the flickering problem is also happen on NPC police.I expect the same problem might happen on NPC student as well so I updated all of the NPC from UnderwearMod to use "drawindexedinstanced" and "draw = from_caller" to fix the problem.Hotfix 2.0 is available now,download it here.

Edited by fakecheng
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unskirt_1.3.png.bb806eb8876151a8d1ea972f34a3ffbf.png

 

Here is an update to my Kuro no Kiseki UnSkirt Mod!

 

Kuro_UnSkirtMod_v1.3_with_3Dmigoto_custom.7z

 

This release adds a custom build of 3DMigoto that implements a new draw call for instanced primitives.  While this is purely a maintenance release, all users should update so that mod developers can use the new call.  Please consider this to be experimental code, although I have tested it and it seems to be fine - still, please report issues.  Also, please note that it is based on the latest 3DMigoto code instead of the last release (1.3.16) and as such has been updated to Windows 10 SDK.  Windows 8/8.1 will not be supported with this build - Kuro requires Windows 10 so this should not affect anyone using this mod, but folks trying to adapt my code to other games should be aware of this issue.

 

EDIT: Please see here for a version of this mod that does not require 3DMigoto.

 

Modders please read my notes at the bottom on how to update your mods, I promise it is very easy and quick.

 

Thank you to @SonicMan1234 and @fakecheng for finding the issue fixed in this release.

 

Press F1 for help, and F2 to turn the mod on and off.

 

If you have issues with the controller, try:

 

STEP 1: Turning off Steam Overlay.

 

Spoiler

controller1.png.81bcdd78e07a83627f2f1b2a2f6a3143.png

 

STEP 2: Disabling Steam Input.

 

Spoiler

controller2.png.f7cdfff4ce5e1a3097cb3afba69d6a3f.png

 

If you don't have access to all the costumes you want to use, please give my costume-buying Cheat Engine table a try!

 

Enjoy!


To my fellow mod developers:

 

Spoiler

"drawindexedinstanced = auto" is now implemented, so no more manual draw calls!  All ini files should be updated from "drawindexed = auto" to "drawindexedinstanced = auto" to ensure full compatibility with the game, because Kuro no Kiseki exclusively uses the DrawIndexedInstanced command and using DrawIndexed was causing models to disappear in certain circumstances.

 

I have written a python script that will change all your draw calls for you.  This will change EVERY drawindexed* call, even your manual draw calls, so it will fix all your ini files even if you had started to implement manual draw calls.

 

kuro_replace_all_draw_commands.py

 

 

PLEASE BACKUP YOUR FILES BEFORE RUNNING THIS SCRIPT.  I have tested it quite a bit and it works well, but you should know that it will overwrite all your ini files.  Just put it in the base directory of your mod, and it will look recursively in every directory and replace all the draw calls.

 

In addition, I have changed my vb_split script to make a Kuro specific one that uses the new command.  You should replace your vb_split.py with the new kuro_vb_split.py.  (I put the latest vb_merge here too, just for convenience sake.)

 

kuro_vb_split.py

 

 

Edit: Removed buggy merge script, get new version here.

 

All my scripts are available on my github, of course.  Also, I had written a version of the ini fixer that will overwrite all your ini files with manual draw calls, because I could not get 3DMigoto to compile at first.  It is still available if you are determined to use manual calls.  I see little use for this, except for people who cannot use the new version of 3DMigoto.

 

I have placed a pull request on github with my new code so that it can be integrated into the master code, but given their development speed, this may take a while to get into master, or may never happen.  (Btw, I added this function with just copy / paste, it was very easy even though I don't know C++.  The hardest part was getting their base code to compile at all; it took forever to even get a working build environment!)

 

EDIT - I replaced the kuro_replace_all_draw_commands.py with a newer version that can handle multiple draw commands within a single ini file.  I doubt anyone actually does this (at least I haven't come across any mods on this thread that does that) but it's updated in case someone needs that capabillity.

 

Edited by amorrow28
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All of my UnderwearMod are updated to hotfix 3.0 to fix several issues.The lastest custom 3Dmigoto build from amorrow28 is required to make hotfix 3.0 work.Download 3Dmigoto custom build from above this comment.

 

Hotfix 3.0 is available from each of my UnderwearMod post.

 

Uniform_UnderwearMod:

https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3836259

 

Risette and Judith UnderwearMod:

https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3838124

 

Elaine/Fie/Celis/Kaela/Kilika UnderwearMod:

https://www.loverslab.com/topic/194614-kuro-no-kiseki-mod/?do=findComment&comment=3840210

 

 

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6 hours ago, SonicMan1234 said:

@jmedia7's strippers need to be updated as well. They get instanced quite a bit when you visit the 13th District area.

It’s super easy to update any mod yourself, or even all of them at once. Just download my python script, run it in your mods folder, and it will update every single mod in seconds!

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On 2022/8/27 at AM5点51分, amorrow28 said:

unskirt_1.3.png.bb806eb8876151a8d1ea972f34a3ffbf.png

 

这是我的 Kuro no Kiseki UnSkirt Mod 的更新!

 

Kuro_UnSkirtMod_v1.3_with_3Dmigoto_custom.7z 21.8 MB · 214 次下载

 

此版本添加了3DMigoto 的自定义构建,该构建为实例化图元实现了新的绘制调用。虽然这纯粹是一个维护版本,但所有用户都应该更新,以便模组开发人员可以使用新的调用请认为这是实验性代码,尽管我已经对其进行了测试,并且看起来还不错 - 不过,请报告问题。另外请注意,它基于最新的 3DMigoto 代码而不是最新版本 (1.3.16),因此已更新到 Windows 10 SDK。此版本不支持 Windows 8/8.1 - Kuro 需要 Windows 10,因此这不会影响使用此 mod 的任何人,但尝试将我的代码调整到其他游戏的人应该意识到这个问题。

 

模组制作者请阅读我在底部关于如何更新模组的说明,我保证它非常简单快捷。

 

谢谢至@SonicMan1234@fakecheng用于查找此版本中修复的问题。

 

按 F1 寻求帮助,按 F2 打开和关闭 mod。

 

如果控制器有问题,请尝试:

 

第 1 步:关闭 Steam 覆盖。

 

  隐藏内容

控制器1.png.81bcdd78e07a83627f2f1b2a2f6a3143.png

 

第 2 步:禁用 Steam 输入。

 

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controller2.png.f7cdfff4ce5e1a3097cb3afba69d6a3f.png

 

如果你无法获得所有你想使用的服装,请试试 我的服装购买作弊引擎表!

 

享受!


致我的模组开发伙伴:

 

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“drawindexedinstanced = auto”现已实现,因此不再需要手动绘制调用!所有 ini 文件都应从“drawindexed = auto”更新为“drawindexedinstanced = auto”,以确保与游戏完全兼容,因为 Kuro no Kiseki 专门使用 DrawIndexedInstanced 命令并且使用 DrawIndexed 会导致模型在某些情况下消失。

 

我已经编写了一个 python 脚本,它将为您更改所有绘制调用。这将更改每个 drawindexed* 调用,甚至是您的手动绘制调用,因此即使您已经开始实施手动绘制调用,它也会修复您的所有 ini 文件。

 

kuro_replace_all_draw_commands.py 1.48 KB · 3 次下载

 

 

请在运行此脚本之前备份您的文件。  我已经对它进行了相当多的测试,它运行良好,但你应该知道它会覆盖你所有的 ini 文件。只需将它放在你的 mod 的基本目录中,它就会在每个目录中递归查找并替换所有绘制调用。

 

此外,我已经更改了我的 vb_split 脚本,以制作一个使用新命令的特定于 Kuro 的脚本。你应该用新的 kuro_vb_split.py 替换你的 vb_split.py。(我也把最新的 vb_merge 放在这里,只是为了方便。)

 

kuro_vb_split.py 5.16 KB · 5 次下载

 

kuro_vb_merge.py 5.86 KB · 4 次下载

 

当然,我所有的脚本都可以在我的 github上找到。此外,我还编写了一个版本的 ini 修复程序,它将用手动绘制调用覆盖您的所有 ini 文件,因为我一开始无法编译 3DMigoto。  如果您确定使用手动呼叫,它仍然可用。除了不能使用新版 3DMigoto 的人之外,我认为这没什么用处。

 

我已经用我的新代码在 github 上提出了一个拉取请求,以便它可以集成到主代码中,但是考虑到他们的开发速度,这可能需要一段时间才能进入主代码,或者可能永远不会发生。(顺便说一句,我只用复制/粘贴添加了这个功能,即使我不懂 C++,这也很容易。最难的部分是让他们的基本代码完全编译;甚至需要很长时间才能获得一个工作的构建环境! )

 

编辑 - 我用更新的版本替换了 kuro_replace_all_draw_commands.py,它可以在单个 ini 文件中处理多个绘制命令。我怀疑是否真的有人这样做(至少我在这个线程上没有遇到任何这样做的模组),但如果有人需要这种能力,它会更新。

 

Thanks @amorrow28 for the update to the community mod script, I will start making kuro-no-kiseki-mod based on this version

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1 hour ago, lakovic said:

Thanks @amorrow28 for the update to the community mod script, I will start making kuro-no-kiseki-mod based on this version


Be sure to get some rest! I definitely look forward to seeing what you make for Kuro with your creativity, but we also all need to enjoy your giant new release of your Hajimari mod!

 

 

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Hi guys, I have a little problem with how to install and run the various mods with the exception of Agnese's "UnSkirtMod" mod which works. I am a beginner on the subject and would need detailed steps for these mods. In the local Steam files I put all this: 3Dmigoto

Where do I insert the other mods and what do I have to insert because when I entered the full nude mod, many "Shader" error messages appeared on the game screen

Immagine 2022-08-28 110528.png

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14 hours ago, MarcusKaos11 said:

Hi guys, I have a little problem with how to install and run the various mods with the exception of Agnese's "UnSkirtMod" mod which works. I am a beginner on the subject and would need detailed steps for these mods. In the local Steam files I put all this: 3Dmigoto

Where do I insert the other mods and what do I have to insert because when I entered the full nude mod, many "Shader" error messages appeared on the game screen

 

agnes_on_bridge.png.8570a48bd18ed52b27df4d5d74d7eefe.png

(Picture taken using Underwear mod by @fakecheng)

 

Are you struggling with mod conflicts?  Struggle no more, here is a tool to resolve mod conflicts!

 

3dmigoto_mod_picker.py

 

This is a python script that will identify conflicting hashes and ask you to pick between the different conflicting mods.  It will automatically disable the mods you do not pick.

 

How to use:
 

Quote

 

Please make sure you have Python installed.  I am using Python 3.10, but any version of Python 3.xx should work.  It is free in the Microsoft Store.

 

Put it in your Mods folder, along with all your other mods, and double-click.  (As you can see, I went crazy and installed too many mods.)

 

Spoiler

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It will go through your mods, and one at a time, ask you what you want to activate.

 

Spoiler

357327103_2022-08-2815_27_21-Mods.png.4c586ded83b90c8a99483b1e34a7322b.png

 

Finally, it will forcefully overwrite all shader calls to allow duplicate calls.  You should have an error-free install at this point, assuming none of your mods use special shader commands.  If you want to change which mods load, just run the script again.

 

Please note!  It will sometimes ask you multiple times for the same mod, because many mods are complex and have more than one mesh altered.  This is normal, and you cannot make a mistake here because the script will attempt to enable or disable the entire mod, not just a single mesh.  (The exception is @jmedia7’s mods, because some of his mods are split into different folders that are meant to be enabled or disabled together.  Just look through his folders to enable/disable manually if you run into problems.)

 

Also note, it will not be able to detect if two different mods alter the same mesh using different hashes.  For example, if my UnSkirt mod identifies a hash on vb0 and @fakecheng’s Underwear mod identifies the same hash on vb2, this script will not activate.  (In general, UnSkirt mod was developed in such a way as to always pick the earliest possible hash, so all other mods will override UnSkirt mod automatically if activating on a different hash.)

 

As always, the latest version of this script (and any of my scripts) will be the one on my github.

 

Enjoy!

Edited by amorrow28
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Hi, I'm so sorry, but I'm denied on the matter. I'll send you screenshots and see where I'm wrong. I have entered all the mods that I found in the forum with the exception of the 3D mods. I still get a list of shader errors. However, as soon as I activate Python, an activation list appears. Running the game, however, the mods are not activated and if I press F2, a part of Agnes' hair vanishes, but the black bow and the whole outfit remain. Thank you and I hope you solve my drama for me :) :) :)

Immagine 2022-08-30 164320.png

Immagine 2022-08-30 164343.png

Immagine 2022-08-30 164403.png

Immagine 2022-08-30 164437.png

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